Circle Pad Doesn't Work As It Should

If this is intended behavior then what…?

If you lightly press the circle pad you go slower. As this is not normal EXPECTED behavior, I consider this a bug.

It impacts my ability to play games on mobile, since I have a 4.5 inch screen phone, it makes new have to constantly readjust my thumb.

And by slows you down, I mean like 4 or so Walk Speed.

It is intended i believe as you can get analogue control then rather than the binary behaviour of keyboard control

If going slower than the developer specified speed is intentional, then give us a way to actually enforce our set speed. My game relies on one player being faster than another.

I get that’s how analog works.

And at the moment I really don’t feel like making my own controls, nor disallowing phones (testing purposes).

It uses analog input and was designed this way. We can talk about changing the default behavior of it, but not sure how quickly it would get out . There are two other touch input options, the DPad and the Thumbpad. Both use binary input.

I’ll also point out that you will be able to change this once we get player scripts out. In the Thumbstick module, you will be able to change it in a few ways pretty quickly. First, I put a bool at the top caled IsFollowStick. Setting this to false will make it so the thumbstick won’t follow your thumb on the screen. For doing what you want to do (binary input), I left a note where the movement vector is calculated. If you unitize this vector, you will get the behavior you desire. In addition, if you want to force a certain touch control mode for your game so all players use the same scheme, you’ll be able to set this on the StarterPlayer once player scripts are out.

Alright. Does the D-Pad option persist between games?

As long as the developer doesnt enforce a certain type of control, yes it ahould be the same in all games

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